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As requested revert for threadfixes last few days (#1552)
* Revert "[Large server fix] #1537 Serialize playerBots/botLoading with a mutex and use snapshot-based loops to fix concurrency crashes (#1540)" This reverts commit3fff58df1a. * Revert "[Fix] teleport to invalid map or invalid coordinates (x , y , z 200000, o ) given when teleporting player (g UI d full type player low , name , map , x , y , z , o ) (#1538)" This reverts commitca2e2ef0db. * Revert "Fix: prevent MoveSplineInitArgs::Validate velocity asserts (velocity > 0.01f) for bots, pets, and charmed units (#1534)" This reverts commit4e3ac609bd. * Revert "[Fix issue #1527] : startup crash in tank target selection — add TOCTOU & null-safety guards (#1532)" This reverts commitc6b0424c29. * Revert "[Fix issue #1528] Close small window where the “in a BG/arena” state can change between the check (InBattleground() / InArena()) and grabbing the pointer (GetBattleground()), which leads to a null dereference. (#1530)" This reverts commit2e0a161623. * Revert "Harden playerbot logout & packet dispatch; add null-safety in chat hooks and RPG checks (#1529)" This reverts commite4ea8e2694. * Revert "Dont wait to travel when in combat. (#1524)" This reverts commitddfa919154. * Revert "nullptr fix (#1523)" This reverts commit380312ffd2. * Revert "Playerbots/LFG: fix false not eligible & dungeon 0/type 0, add clear diagnostics (#1521)" This reverts commit872e417613. * Revert "nullptr exception (#1520)" This reverts commit3d28a81508. * Revert "Removed bot freezing at startup and system message, not relevant anymore (#1519)" This reverts commitbcd6f5bc06.
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@@ -14,7 +14,7 @@
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Unit* FindTargetStrategy::GetResult() { return result; }
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/*Unit* TargetValue::FindTarget(FindTargetStrategy* strategy)
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Unit* TargetValue::FindTarget(FindTargetStrategy* strategy)
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{
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GuidVector attackers = botAI->GetAiObjectContext()->GetValue<GuidVector>("attackers")->Get();
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for (ObjectGuid const guid : attackers)
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@@ -27,28 +27,6 @@ Unit* FindTargetStrategy::GetResult() { return result; }
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strategy->CheckAttacker(unit, &ThreatMgr);
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}
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return strategy->GetResult();
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}*/
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Unit* TargetValue::FindTarget(FindTargetStrategy* strategy)
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{
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// [Crash fix] The very first AI tick can occur before everything is "in world".
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// Filter out units that are non-living / being removed / out of world.
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AiObjectContext* ctx = botAI->GetAiObjectContext();
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if (!ctx)
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return strategy->GetResult();
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GuidVector attackers = ctx->GetValue<GuidVector>("attackers")->Get();
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for (ObjectGuid const& guid : attackers)
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{
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Unit* unit = botAI->GetUnit(guid);
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if (!unit || !unit->IsAlive() || !unit->IsInWorld() || unit->IsDuringRemoveFromWorld())
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continue;
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ThreatMgr& threatMgrRef = unit->GetThreatMgr();
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strategy->CheckAttacker(unit, &threatMgrRef);
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}
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return strategy->GetResult();
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}
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